Author Topic: Heedicalking's Generic RPG Mod  (Read 10442 times)

Also if you want any weapon models don't be afraid to ask


I also have other problems with the group/kingdom forming system. I need to make it so the player cannot form the group unless the player accepts the request, I need to make it so the player it is asking to join is not already a king of another group, and I need to make it so the player has to type /acceptgroup to join. Then the former of the group gets the
%Client.IsKing = 1;
assigned to it. I really cannot get any farther because I lack the ability to script anything like this. I could really use a good scripter. I need someone to make a database system, sort of like how you can easily add items to CityRP by going
Code: [Select]
$CityRP::prices::weapon["minigunImage"] = 175;There is a whole lot more of stuff I would love to complete, but I cannot do any more than having 10000 server cmds to accomplish what could be done by a good scripter in about 30 lines or so.
(For example, having a /buy Bow, /Buy Sword command instead of the universal /Buy command that pulls out registered weapons and lists them and their prices)
send me over it
That was a while ago with the demo version to see how other players liked the mod concept (It seems a lot of players liked it, because the server filled up fast), I am not up to a saving system yet and I do not need it yet.

Judging by players playing the server, people seem to like the idea that they can group up, colonize a location, and actually destroy the enemy colonies. The resources/gold needed to make/buy things seems to work well too. One of the negatives I noticed was that people were not eager to group with others. They grouping system should be made easier. Once a group (also known as a kingdom, tribe, colony, etc) is formed, it should be added to a list where people can type /Groups and all groups would appear.

Again, if I had a good scripter to help me, stuff like this could be added to GUIs and stuff.
Also if you want any weapon models don't be afraid to ask
I could use various medieval themed weapons and unique ideas. I am all for fantasy type items such as flying boats and clockwork bows.


Ok. How about a trade system?

Ok. How about a trade system?
I don't see how I could execute that correctly. I'm not Desolation who is the master of RP creation. I am just a modeler trying to conjure up a Giant RP. I can't do much more.

I don't see how I could execute that correctly. I'm not Desolation who is the master of RP creation. I am just a modeler trying to conjure up a Giant RP. I can't do much more.

xD
Also heed if you need any models just say to me alsi  think you could be a good scripter....
If you worked more on scripting

I would love to make some models heedi.

I'll take a look at some medieval weapons sites.

This server brings back so many great memories.

The Cyan Tribe. Really. Its just insanely fun.

The Dwarfs. Me and Linkblu.

I am just a modeler trying to conjure up a Giant RP.
There's your problem.

There's your problem.
I am trying to learn though. I don't plan on making a giant RP all at once. I plan on writing some of the main functions, using various resources, then working other stuff around them.

Sooner: Smaller, working RP with some core functions such as /buy, and support for joining groups/kingdoms.

Later: Bigger RP with the buy function incorporated into merchants, crafting weapons, kingdom management.

Heed, I have a bit of advice. For a lot of these things that need accept/decline from another player, I'd use schedules.

As for /buy, I'd look into the syntax of a 'switch' statement. It's a bit faster to write then a whole if/then/if/then etc.

Look here: http://torque.realinfo.de/index.php?title=Torque_Scripting_Language
Important: "switch only (correctly) evaluates numerics. There is a special statement, 'switch$', for strings."

I had some trouble with stuff like this recently, I was making a multi-kill mod.